There is no point in beating around the bush, this was all done in 3 days, a massive time mismanagement issue on my behalf. Passing over the details, I was mistaken on the due date, and proceeded to rush this project as quickly as I could, eventually concluding in something that is subpar to the vision I had in mind.
Nevertheless, the development logs must go on. Originally, I had planned for a boardgame that mixed Stellaris and, Endless Space. All three games are heavily political and would allow me to touch onto subjects with regards to said politics. The idea was quickly shut down, as it seemed far too ambitious for the unit, and I was offered to present another project instead. This was in March 2021.
Stellaris (Paradox Interactive, 2016) Endless Space 2 (Amplitude Studios, 2017)
The project was, in hindsight, far too ambitious even for the time period given for this unit. Strategy games take months to build, with systems upon systems mingling politics, armies, expansion, etc. Whilst I could do something closer to the cult-classic game Diplomacy (A.B. Calhammer, 1959) renowned for its devious simplicity, or a card game based around managing one’s kingdom like Reigns (Nerial, 2016), it would simply take too much time and playtesting which I could not afford in person, due to social constraints at the time. That said, it is not something I plan on throwing aside, but something to work on for a rainy day. To clarify, this was meant as a board or card game.
I returned the next week with a “schedule stacking game”, a bizarre mix of Tetris (The Tetris Company, 1996), Tricky Towers (Weird Beard, 2016) (which already a spin on Tetris), and your average schedule planner. The goal was simple: to stack your activities during the day until they reached a line, when the line was reached the day had ended, and depending on what activities were stacked together, certain things got done. These things were necessary to progress to the next level, where the difficulty ramped up. The game would add things variables like wind force to topple the stacking unstable towers the players built, or gifting various kinds of blocks with different effects, so on and so forth.
Schedule Stack Game Idea Tricky Towers (Weird Beard, 2016)
As a game, this was far more manageable to execute, and allowed me to play around with physics. It also related closely to an issue I am diagnosed with: ADD. Attention Deficit & Hyperactivity Disorder (ADHD), or Attention Deficit Disorder (ADD) is, according to the NHS website, a ‘condition that affects people’s behaviour. People with ADHD can seem restless, may have trouble concentrating, and may act on impulse.’ Put simply, it is a learning disorder that affects many aspects of daily life, from impulsivity to forgetfulness, restlessness, impatience, and in our case: poor organisational skills, carelessness or lack of attention for detail, inability to focus or prioritise, etc.
Ironically, that is exactly what happened with this project, but it is no excuse. People with ADD can either take medication to compensate for the lack of chemicals the condition is symptomatic of, or they can develop placebos to combat their faults. Extensive lists, agendas, alarms and constant reminders help the person go through their workdays and daily lives in order to keep things properly organised and effective. This can be relentlessly tiring.

As a result, the idea with this game was to portray that attention deficit/forgetfulness, by forcing a timer on the players. When too much time passed, one of the activities disappeared, or greyed out, losing their value in the eyes of the game. A representation that the person forgot to do it, lost interest or simply ignored it in favour of another ‘juicier’ activity. It was meant to be both a game of balance, and speed, a dichotomy that is particularly difficult to maintain.
I had discussed with Zhan, one of our tutors, the possibility of using different shapes and sizes for the game itself, and promptly went to draw out various icons to help visualise these various activities, as well as the possibility of different looking levels that would force the player to squeeze objects against one another, such as the jagged walls of a cavern, or thin corridors that forced the player to use specific types of objects/activities. In conclusion, the game itself was simple but portraying the sort of daily distress and extra step was going to be difficult. And then two weeks passed by.